
Wiki
A guide to survival/extermination, barricading, and the systems for such.
1. How to Play
Objective
Humans must survive six waves of escalating zombie attacks and escape through the portal after the final wave. Build barricades, buy weapons, and protect the Arcane Sigil.
Zombies must eliminate all humans. Every human who falls rises as one of the horde. Tear down barricades, overwhelm the survivors, and let nothing escape.
Controls & Actions
Movement
- WASD - Move
- Shift - Sprint
- Space - Jump
- Ctrl - Crouch
- Z - Phase through foundations
Combat
- LMB - Primary attack
- RMB - Secondary attack / ADS
- R - Reload
- E - Use / interact
- G - Drop weapon
Weapons & Items
- 1–6 - Weapon slots
- Scroll - Cycle weapons
- Mouse4 / Mouse5 - Previous / Next slot
- Alt - Inventory
- B - Buy menu
- F - Flashlight
Buildables & Communication
- E - Grab / release object
- Hold R + mouse - Rotate held object
- Scroll - Push / pull distance
- X - Freeze buildable (Hammer)
- V - Voice chat
- Enter - Text chat
- Tab - Scoreboard
Currency System
Worth Points are granted during Preparation. Spend them at the Worth Shop for your starting loadout. They reset once the first wave begins.
Regular Points are earned by humans for fighting zombies. Spend them at Arsenal Crates deployed during the match.
Dark Points are earned by zombies through destruction and violence against the living. Spend them at the Dark Shop to obtain upgrades.
Blood Armor
Dealing melee damage to zombies grants Blood Armor, a protective layer forged from aggression. The more violence you inflict, the harder you are to kill. Blood Armor absorbs a portion of incoming damage, rewarding those who fight on the front lines.
2. Game Flow & Rounds
Preparation
All players spawn as humans near the Sigil. Each player receives Worth Points to buy a starting loadout from the shop. Use this time to explore the map, gather buildables, and fortify your position. Any human who dies during Preparation enters a freecam and is queued to spawn as a zombie when Wave 1 begins.
Waves 1–5
The horde arrives. Zombie bots spawn at the start of each wave, and any human who dies joins their ranks. Waves grow longer and more dangerous as the match progresses. Between waves, brief intermissions give survivors time to regroup, resupply, and reinforce barricades. The Sigil may relocate during certain intermissions; a portal appears at its old position. Population dependant.
The Final Wave
Wave 6 is the endgame. When the timer expires, Overtime begins. Zombies grow stronger over time and the wave only ends when all humans have escaped or fallen. There is no mercy in Overtime.
Ending
Results are displayed. If map voting is enabled, players vote on the next map before the server transitions.
Map Progression
Bloodsigil features a special map progression system that carries over between games. The outcome of each match influences the next map:
- Zombie Victory shifts the world toward Chaotic maps. These are beaten-down, ruined environments reflecting the undead triumph.
- Human Victory shifts the world toward Orderly maps. These are liminal, pristine spaces representing humanitys' hold.
Performance from either team further shapes the voting pool. Strong performances expand your side's map options for the next round.
Zombie Conversion
When a human dies during an active wave, they don't respawn; they rise as a zombie, turning against their former allies. Zombie players who fall respawn at zombie spawn points after a short delay. There is no coming back. Zombies who eat enough brains can redeem back to the human team.
Deaths during Preparation are handled differently: the player enters a freecam and is queued to spawn as a zombie at the start of Wave 1 rather than converting immediately.
Replay System
If the humans are wiped out too early, the game may trigger a Replay. The match resets to Wave 1 and everyone gets another chance. Only one replay is allowed per game.
3. Weapons & Combat
Weapon Slots
Players carry weapons across multiple slots, accessible with the number keys 1–6 or the scroll wheel. Slots are categorized by weapon type: primary firearms, sidearms, melee weapons, tools, and deployables. Every player starts with their fists. You're not limited to how many you can hold.
Combat Overview
Weapons range from pistols and shotguns to assault rifles and energy weapons, each with their own ammo type. Headshots deal increased damage. All combat is lag-compensated, so what you see on your screen is what counts.
The Hammer is a multi-purpose tool: it repairs damaged buildables, places and removes nails, and can freeze objects in place with X.
Ammo Types
Different weapons consume different ammunition. Keep your reserves stocked.
Arsenal Crates
Arsenal Crates are portable weapon shops that players can purchase and deploy into the world. Once placed, any human can interact with a crate to buy weapons and supplies using Regular Points. Each player can only deploy one if they dont have one already or far enough away from another Arsenal Crate. Crates can be destroyed by zombies, so place them wisely.
Resupply Crates
A deployable resupply station that humans can place in the world. Once active, nearby players can interact with it to restock ammunition. Can be destroyed by zombies.
Remantlers
A deployable tool station that will let nearby players upgrade their equipment.
Weapons have tiers. Higher tiers unlock as the game progresses.
Add specific attachments to uptick your weapon's tier, e.g. USP with a mag upgrade becomes USP+1.
4. Barricading
Buildable Objects
Scattered throughout the map are physics objects (furniture, crates, shelving, appliances) that can be grabbed, carried, and positioned to form barricades. Press E to grab an object, use the scroll wheel to push or pull it, and hold R while moving the mouse to rotate it. Each buildable has health that determines how much punishment it can withstand.
Nail System
Use the Hammer's secondary attack to nail buildables to walls, floors, or other buildables. Each buildable supports up to 4 nails. Nails create rigid constraints between objects, holding your barricade together.
- Nailing to the world creates a Foundation. The buildable freezes in place and anchors everything connected to it
- Foundations anchor entire clusters (up to 3 hops from a foundation) of connected buildables
- Each nail contributes a quarter of the buildable's base health; repairs grant 5s of reinforced 10% damage reduction
- Hold R on a buildable with the Hammer to remove all its nails
- Destroying a foundation can collapse the entire cluster it supports
Health & Destruction
Only zombies can damage buildables. Destroying barricade objects awards Dark Points to the attacker. When a buildable is destroyed, it shatters and is removed from the scene.
The Hammer's primary attack repairs damaged buildables. Keep your barricades maintained. Neglected walls crumble fast.
Phasing
Humans can press Z to phase through foundation buildables at greatly reduced speed. This lets you pass through your own barricades without dismantling them, though you're vulnerable while phasing.
5. Map Making Guide
Required Components
Every Bloodsigil map needs the following GameObjects and components for the game to function:
BloodsigilSpawnPoint (Human)MultipleSpawn locations for human players. Set IsZombie to false. Human spawn points also come from the Sigil prefab itself (it contains a child spawn point), but additional ones can be placed throughout the defensible area.
BloodsigilSpawnPoint (Zombie)MultipleSpawn locations for zombie players and bots. Set IsZombie to true. Place these away from the human area so zombies have to fight their way in.
SigilSpawnPoint2–3 minimumLocations where the Sigil can appear. The game picks one at random on start, and the Sigil relocates to a different one during certain intermissions. Place at least 2–3 in distinct areas of the map.
Buildable ObjectsManyPhysics props are automatically converted to Buildables on load. Total HP is determined by prop mass, so mappers must create physics primitives on props via modeldoc or override the health in the buildable component.
NavMeshRequiredA NavMesh is essential for zombie AI pathfinding. Without it, bots and AFK zombie players cannot navigate. Ensure all walkable surfaces are covered and add blocker areas at your discretion.
Optional Components
Door PrefabsOptionalInteractive doors with the Door component. Configurable open angle, speed, rotation axis, and auto-close behavior. Doors open toward or away from the player contextually.
Testing Your Map
Mappers can host a restricted Map Test session without needing to be on the official whitelist.
Add the following to your S&box host launch arguments:
+bs_maptest 1
When this convar is set the server creates a Friends Only lobby capped at 4 players. The lobby name is automatically set to [Map Test] <Map Title>, so collaborators can find it in the Steam friends list or server browser.
- Listen server: share your Steam ID and friends can connect via
connect <SteamID>or join through the Steam friends list. - Dedicated server: the session appears in the server browser and Steam friends list automatically.
- A yellow MAP TEST MODE overlay is shown to all connected players as a reminder.
Design Tips
- Place sigil spawns in distinct areas so each relocation feels like defending a new position.
- Give zombies multiple routes of attack. Avoid single-choke designs that make barricading trivial.
- Scatter plenty of physics props throughout the map as barricade building materials.
- Bake NavMesh over all walkable surfaces, this includes `Is Blocker` area navmesh objects. You should also make `leap-required` navmesh links that can tell AI and bots with leaping capabilities to traverse via their abilities.
- Consider vertical gameplay. Zombies can jump over low barricades.
- You only need to place zombie spawns and sigil spawns explicitly. Human spawn points come from the Sigil prefab itself, which contains a BloodsigilSpawnPoint child object.
- Add the
nobuildtag to props you do not want players to nail barricades to. Objects with this tag are excluded from nail placement traces. Use it on scenery, decorative geometry, or any surface that should remain unnailable.
6. Component Reference
Components and data assets that mappers place or configure directly in the S&box scene editor. Engine-internal systems are excluded.
Spawn Points
| Component | Purpose |
|---|---|
| BloodsigilSpawnPoint | Marks where players spawn. Set IsZombie to true for zombie spawns, false for human spawns |
| SigilSpawnPoint | Marks a potential sigil location. The game picks one at random on start and may relocate between waves. Place at least 2–3 in distinct areas |
Buildables
| Component | Purpose |
|---|---|
| Buildable | Automatically added to physics props on load. No manual placement needed. HP is derived from the prop's mass, so mappers must set up physics primitives in modeldoc. Props need a Rigidbody, collider, renderer, and NavMeshArea. Mappers can override health by manually adding Buildable components to props |
World Objects
| Component | Purpose |
|---|---|
| Door | Interactive door players can open and close. Configure rotation axis, open angle, speed, and auto-close behavior |